buildlevel is the level of the building which should be constructed.
buildqty is the goal number of the building type which the bot will attempt to construct. Buildqty is optional when only one of the type of structure is allowed. For instance, a city may have only one Embassy; when constructing the embassy, buildqty may be specified as 1 or may be omitted entirely.
Multiple buildingtype:buildlevel:buildqty statements may be used on the same build command line, as per the examples above; each buildingtype:buildlevel:buildqty statement is separated by a comma.
Also, multiple build command lines may be specified. In this case the bot will work towards the goal specified in the first build command line, then set new goals based upon the subsequent build command line, proceeding through each until all build goals have been accomplished.
A build goal like “build lumber_mill:2:8” means you want 8 saw mills level 2 (or higher).
A build goal with level 0 has special meaning and is used when you want to demolish buildings.
A goal like “build house:0:8” means that you want to demolish and keep at most 8 cottages.
Note that you can specify a building goal like academy without specifying other buildings that must be built before an academy can be built. These required buildings are added to the goals; in this case, town hall level 2 becomes a goal automatically. Similarly, you can specify cottages level 4, which implicitly requires town hall level 3, which requires wall level 1, workshop level 1, forge level 2, iron mine level 3, all of which are added to the goals.
Building TypesFull name – abbr.
- academy – a
- barrack – b
- beacon (beacon tower) – be
- cottage – c
- embassy – e
- feasting (feasting hall) – fh
- forge – fo
- farm – f
- sawmill – s
- quarry – q
- iron (ironmine) – i
- inn – inn
- market – m
- rally (rally spot) – r
- relief (relief station) – rs
- stable – st
- town (townhall) – t
- wall – w
- warehouse – wh
- workshop – ws
Examples: troop a:10000
trooptype: Refers to the type of troop to be trained. Following are the accepted abbreviations for troop type.
- wo (worker)
- w (warrior)
- p (pikeman)
- sw (swordman)
- s (scout)
- a (archer)
- c (cavalry)
- cata (cataphract)
- t (transporter)
- b (ballista)
- ram (battering ram)
- cp (catapult)
The number of troops specified in troopqty above is the number of troops you would like to have in your city, not the number of troops you wish to queue. What this means is that should you have 100k archers already trained, then troop a:20000 will do nothing … you ALREADY have more than 20k archers. You should specify troop a:120000 to build an additional 20k archers.
Note also that multiple troop commands may be set, for example:
- troop a:1,w:1,wo:1,p:1,sw:1,cav:1,cata:1,ram:1,cp:1 troop a:100000,b:550,t:400,w:3000,wo:5000,p:200,sw:200
The first line builds 1 each archer, warrior, worker, pikeman, swordsman, cavalry, cataphract, battering ram, and catapult. When this goal is completed, the bot will begin work on the next goal of building 100,000 archers, 550 ballista, 400 transporters, 3,000 warriors, 5,000 workers, 200 pikemen, 200 swordsmen, 1 catapult, and 1 battering ram. Multiple troop goals should be used, for example, to build an initial NPC farming force, followed by a larger defensive or conquering force.
Note: The units specified in the goal are not priorized left to right. Bob12 : From my own experience, I can see that it seems to queue transporters and ballistae first, then build cavalry/cataphract, then all other troops.
You can also specify the hero to be used when training troops with “Spare resources” (i.e. troops train with dumping option on). The bot will wait for the hero to be idle, or wait for the hero to arrive if the hero is not yet there. If traininghero line is missing, the bot will use the highest attack level hero available.
traininghero heroname—traininghero Bob
- to set a training hero to train troops in all your cities
The training hero should be upgraded using NPC 10 farming. Add the training hero to “npc10heroes” list in one of the towns the training hero goes through, and the training hero will stop there for about one hour. When you have a lot of troops, consider adding “config training:2” to upgrade the training hero faster.
With the exception of new players, it is strongly recommended that you train all your troops with your best hero. You may want to make sure that no other hero in all your towns have the same name as your best hero.
fortificationqty: The goal number of the fortification which the bot will attempt to construct.
fortification at:1000 fortification trap:100,ab:100,at:14000,r:10,rock:10
Wall Level 9 (45,000) fortification trap:1000,ab:1000,at:11000,r:1000,rock:1000 fortification trap:500,ab:500,at:14000,r:0,rock:0
Wall Level 10 (55,000) fortification trap:1000,ab:3000,at:16000,r:0,rock:0
Fortification TypesFull Name – abbr.
- trap – tra
- abatis – ab
- archer tower – at
- rolling log – r
- trebuchet – tre
researchlevel: Refers to the goal level for the technology to be researched.
Research Type Shorthand
The Configuration Options modify many different tasks which the bot automates. Each of these configuration options may be specified in a separate command line or may be specified together, separated by commas.
config buildnpc:1,dumping:1 config trade:1,hero:11,buildnpc:5,npc:5
parameter: Configuration parameter as detailed in the sections below.
value: Value for the parameter as detailed in the sections below.
When trade is turned on, the bot will manage resources in order to meet the goals which you have specified through the build, troop, fortification, or research goals detailed above. Unless you are around all the time to manage the resource manually, you should have this feature on. It is highly recommended that this feature be turned on.
- config trade:1—–Turn ON bot managed trading. The bot manages all resources for you. Using bot managed trading requires the presence of a market. This is the recommended setting.
- config trade:0—-Turn OFF bot managed trading. The bot will not manage resources for you and you must manage resources manually. This is not the recommended setting.
- config trade:2—–Optionally: A more aggressive trading style for when your resource is low or when your resource consumption is high.
With hero management, the bot will automatically hire, fire, and level up your heros to the specifications to provide.
- config hero:1–Level up your heroes and do nothing else
- config hero:10–Maintain 1 good politics hero and the remaining as good attack heroes.
- config hero:11–Maintain 1 good politics hero, 1 good intel hero and the remaining as good attack heroes.
- config hero:12–Maintain 1 good politics hero, 2 good intel heroes and the remaining as good attack heroes.
- config hero:20–Maintain 2 good politics heroes and the remaining as good attack heroes.
- config hero:21–Maintain 2 good politics heroes, 1 good intel hero and the remaining as good attack heroes.
- config hero:22–Maintain 2 good politics heroes, 2 good intel heroes and the remaining as good attack heroes.
- config fasthero:60–
Allows the bot to rapidly hire and fire heroes to speed up hero selection from the inn.
This option requires gold, and is suitable only when you have a low level inn.
The hiring/firing ends when all attack heroes have base attack value above the level specified.
NPC Farming Level 1 – 5 Summary How to farm NPCs in AutoEvony
One way to do NPC farming is to write a script to attacks the NPC. While this is simple, it is effectively make it hard for you to conduct war at the same time. You must also check your script from time to time to make sure that none of the NPC you have on your list has been captured and used as a town by someone else.
The right way to do NPC farming with `AutoEvony` is with setting goal “config npc:5”.
Farming NPC 10 is never lossless and is enabled by setting the limit for remaining troops, for example “npc10limit a:250000”, see NPC 10 farming section for detail.
To start out farming, simply have this line in your Goals window “config npc:5” then click on Set Goals. It takes the bot some time to find all the NPC and start sending troops out to farm. Most of the time, this is all you have to do to farm the NPC 5 around you.
The bot has a very powerful capability to seek out NPC cities close to your city and automatically initiate “farming” attacks against those NPC cities. The bot will only attack NPC cities of level 5 or lower, as level 5 NPC cities are the largest that may be attacked without taking losses. The bot calculates the number of transporters which are needed based upon your logistics level.
- config npc:1–Farm NPC cities level 1 through 5.
- config npc:2–Farm NPC cities level 2 through 5.
- config npc:3–Farm NPC cities level 3 through 5.
- config npc:4–Farm NPC cities level 4 through 5.
- config npc:5–Farm only level 5 NPC cities.
config npclimit:# (of days)
Limits Bot farming to the specified number of days food supply based upon your troops food consumption.
For example if your troops consume 1.2m food per hour, & you specify 10 days for the npclimit, the bot will stop when food has reached 288,800,000.
(1,200,000 per hour X 24 hrs per day X 10 days = 288,800,000.)
May be used in conjuction with the “training” goal.
In order to use the ‘Training’ Goal, ‘ NPCLimit ‘ must also be set. After Reaching the NPCLimit as set above with Training also set the bot will send attacks to NPC 5’s once an hour, in an effort to level up the heroes more quickly.
There are 2 setting currently available. Described as Follows:
config training:1–Resource can be substantially above the limit set in npclimit.
config training:2–NPC training attack are guaranteed not to increase resources.
(Doesn’t Send Transporters, but Hero Leveling attacks will obtain minimum amount of resource able to be carried by the attacking force.)
When the value of “config training” is 6 or higher, the bot takes the value as the frequency (in minutes) that you want to hit any particular npc, so use “config training:30” means hitting npc every 30 minutes when npclimit has been met.
‘Training’ also uses NPC 10’s if correct parameters are set. See NPC Lvl 10 Farming for more information.
You can change to make the NPC farming the way you want. You can specify the troops you use for the attack with
Ex. npctroop b:500,t:400
You can specify the heroes you want to use with npcheroes. The NPC farming will use only the heroes you specify.
Ex. npcheroes Bob,Billy,Barry,Bennett
If NPCs sharing with your neighbor is an issue, you can restrict the bot to a list of NPCs with one or more npclist.
npclist 304,254 300,254 300,255 304,252 303,251 304,251 299,252 301,258
npclist 306,255 305,251 305,257 298,256 298,252 304,250 299,258 298,257
The npctroop, npcheroes, and npclist lines should be placed in the Goals window together with “config npc:5”. To find out the list of npc 5 around you, say within 10 miles of your town, you may run the following command in the script window:
findfield npc 5 10
When NPC building is enabled, the bot will search for a flat in the surrounding area, attack the flat, and build an NPC city on that flat. This task will only be carried out if you have enough troop for the attack, and enough resource and a city slot to build city. You normally need lots of archers, some foot soldiers, and possibly a ballista to attack flats.
- Enable construction of NPC 5
- Disable construction of NPCs
- Build NPC level 2, 3 or 4
- Build NPC 5 and 10
- Convert all flats to NPCs
Valleys which have been captured provide a production bonus depending on the type and level of valley captured. For example, a level 10 lake will yield a 36% increase in food production, while a level 10 forest will yield a 23% increase in lumber production. When enabled, the bot can automatically search for and capture valleys to achieve a production bonus. Currently the bot focuses on only one type of valley to maximize the bonus. The type of valleys captured depends on the makeup of resource fields in your city. If you have more saw mills than farms, quarries, iron mines, for example, the bot will take only forest valleys.
Search for and capture valleys at or below the specified value. For example, config valley:10 will cause the bot to capture level 10 valleys of the proper type.
config valley:5config valley:0
Setting a valley level o 0 (zero) will disable valley capturing. This is the default value for this parameter.Medal HuntingWhen enabled, the bot will farm valleys for medals.
On old servers, attacks against level 1-3 valleys can yield cross, rose, and lion medals. Medal hunting can also be used to get honor, courage, wisdom, and freedom medals, though the drop rate is lower. If you are patient, you should be able to get your title to Duke by attacking level 1-3 valleys (and take no troop lost).
On new servers, the drop rate is much lower for low level valleys. There are practically no medals from level 1-3 valleys. On these servers, it is preferable to attack level 9 and 10 valleys for medals.
The bot uses 50, 100, 200, 400, 800, 1,600, 3,200, 6,400, 12,800, 19,990 archers in the attacks on valleys, depending on valley level. For valley level 4 and above, it also uses one scout, pike, swordman as layers, and about 3 times as many warriors as archers as fodder.
Expect to lose about 300k-400k archers and a few million warriors to get your title up to Furstin.
- Enable medal farming against level 1-3 valleys.
- Enable medal farming against level 4-6 valleys.
- Enable medal farming against level 7-9 valleys.
- Enable medal farming against level 9-10 valleys.
- Be sure to have 20k+ archers and 60k+ warriors and a few of all other troops to attack level 9 and 10 valleys.
- Enable medal farming against level 10 valleys only.
- Be sure to have 20k+ archers and 60k+ warriors and a few of all other troops to attack level 10 valleys.
Attacking Troops sent to capture or medal hunt are configurable with valleytroop command.
Syntax—Example—Info / Description
valleytroop troop–valleytroop a:50000,p:100,sw:100–Change Valley Troops from Default to 50k Archers, 100 Pikemen, 100 Swordsmen
Note : Also affects Troop Makeup for Flat Conquering Purposes. Be Sure to have enough troops to Conquer a Lvl 10 Flat or Valley.
Tells the bot to only hunt at this location.
SyntaxExampleInfo / Description
huntingpos xxx,yyy–huntingpos 110,100–Forces the Bot to hunt the valley located at 110,100 only.
Restricts the Bot from Hunting any other type of Valley that what is specified.
SyntaxExampleInfo / Description
huntingtype field_type–huntingtype Desert–Tells the bot to hunt only at Desert Valleys
When enabled, the bot can comfort your town.
Use “config comfort:1” to let the bot to comfort your town. This is useful in a number of situations, making your town extremely hard to be captured (especially when used with “config hiding:1”), or allowing your town to have few cottages, for example. If high prestige is desirable, you can use “config comfort:2” instead.
- Bot will automatically perform a “comfort disaster relief” operation for your town as needed.
- Bot will automatically perform a “comfort pray” operation for your town every 15 minutes. This is helpful to raise prestige.
- Bot will automatically perform a “comfort blessing” operation for your town as needed.
- Bot will automatically perform a “comfort population raising” operation for your town as needed.
Note: With “config comfort:4” set, the bot will also perform each of the other comforts as needed in your city.
If gate control is enabled, the bot will open/close the gate to defend the town.
config gate:interval—Bot will open/close gate interval minutes before an attack lands. For example, config gate:1 will act 1 minute before an attack lands. config gate:0.2 will act 0.2 minutes (12 seconds) before an attack lands.
Note: Town defense is quite complex. The bot can defend your town when it is strong, weak, even extremely weak. In general, if you have 300k+ archers, the bot will let scout bombs to hit. Below that, it starts flashing it’s gate. Below 100k archers, the bot closes the gate when attacked, but will open to deal with small loyalty attack waves. The gate defend is effective in conjunction with a good troop production policy to produce rainbow, and available feasting hall spaces to discourage scout bombs.
Note on Server Timing: When you log on to the bot, make sure you take note of the server lag discrepancy. If it says -20 seconds, open your Taskbar clock and add 20 seconds to your current time by clicking the up arrow buttons on the clock seconds. Log on and off again to see the discrepancy has gone down. If your discrepancy is too high, either positive or negative, your gates will open and close at the wrong times and your transports may not leave in time before an attack lands.
Gate Control Policy
The Bot Recognizes 5 situations :
1– no attack
2– regular attack
3– scout bomb
4– mixed attack
Using The 3 Types of Gate Control :
0– Bot is in Charge
1– Open Gate
2– Closed Gate
You can Set:
Policy-Examples-Info / Description
gatepolicy # # # #
gatepolicy 1 1 1 1
- Gate is always Open; Used when Town has Good Defenses
gatepolicy 1 0 0 1
- Gate is only open with no Attack & during Maintenance.
- All other types of attacks the Bot Decides open or closed gates;
- Used When Town has Ok Defenses
gatepolicy 1 3 2 1
- Gate is open during no Attack, Unpredictable(flicker) during regular attacks,
- Closed during scout bombs, Closed during Mixed Attacks, & Open at maintenance;
- Used When Town is Weak against Strong Opponent.
War Report Monitor
When war report monitoring is enabled the bot will periodically check war reports and notify you if alliance members were attacked.
Note: this option is available only for your first town. Parameter:Value-Meaningconfig warreport:1
- Enable bot monitoring of war reports.
- Disable bot monitoring of war reports.
If you wish to temporarily disable all troops movement.
- Disable all Troop Movements; NPC Farming or Valley Capturing Waves, etc.
- Enable all Troop Movement
The Bot Recognizes 5 Distance Types:
1- Max Distance for Farming NPCs
2- Max Distance for Building NPCs
3- Max Distance for Metal Hunting
4- Max Distance for Capturing Valleys
5- Max Distance for Map
distancepolicy # # # # # —– distancepolicy 10 15 16 15 3 —– Default : distancepolicy 10 10 10 15 3
Policy–Example–Info / Description
resourcelimits food lumber stone iron
resourcelimits 100000000 30000000 30000000 30000000
to suggest to the desirable amount of resources in your town in respect to theConfig Trade Goal.
You may want to limit the resource in a town and send excessive resource to a different town with with “keepresource”. The feature could be useful if you have specialized towns and wish to automatically transports excess resource between them or to supply food to your war town.
Policy–Example–Info / Description
keepresource xxx,yyy resource mincount
- keepresource 101,102 f:100000 50000
when there are more than 100k food in the town the bot will try to send food to 101,102. The bot may have to wait for enough transports to make sure that each trip carries at least 50k resource.
You may want to restrict a number of troops in a town, especially ones with limited food supply. Excessive troops can be sent somewhere else automatically with “keeptroop”. This feature is also useful to reinforce a war town or a town where you train hero with npc 10 attacks.
Policy–Example–Info / Description
keeptroop xxx,yyy troop mincount
- keeptroop 101,102 a:150000,a:40000 10000
when there are more than 150k archers or more than 40k archers, and that the number of excessive troops is 10k or more, the excesive troops are sent to 101,102.
Audio Attack Warning
- config attackwarning:1
to alert you with an audible alarm when your town is under attack. The Config should be placed in the Goals Tab of your ‘maintown’, but is effective across all towns.
(Note : the bot ignores junk attacks)
This is an experimental feature. Transports and ballistas are important for your town to obtain resources. Enable hiding to let them avoid battle, as well as to move your resources out before your town is attacked. This feature is useful when your town is extremely weak. When there are a lot of archers in the town, hiding does nothing.
- Enable hiding of ballistas, transporters, and resources by the bot.
- Hiding occurs interval minutes prior to arrival of an attack.
- Disable automatic hiding of resources.
- Hiding occurs 1 minutes prior to arrival of an attack.
- Hiding occurs 2.5 minutes prior to arrival of an attack.
The bot trains troops in 2 different modes, one to build small number of troops quickly, and one to train large number of troops quickly. By default, only small number of troops are built with whatever best hero currently available in town. To build large number of troops, you need to specify a training hero and the dumping parameter. When the resource is sufficient and the training hero is in town, the bot queues troops in large batches in all barracks. When dumping factor is 1, each batch takes about 3 hours to complete. You can change thd dumping factor, say “config dumping:0.5” or “config dumping:2” to decrease or increase the size of the batch.
Enable queueing of larger amounts of troops using excess resouces, the higher the interval the highter the queue size
NPC Farming (Level 10) Goals
Directive–Info / Description
- Specifies the minumum level of troops before level 10 attacks will begin
- Specifies the list of heros you want to send on level 10 attacks
- Specifies the troops you want to send on level 10 attacksnpc10heroes
Note that if you use traininghero, the training hero should be in the npc10heroes for one of the town to stop him from cycling too fast through all towns.
Intro to Goals
Intro to Scripts
Troop & Fortification
- Join Site
- Recent changes
- List all pages
- Site Manager
Table of Contents
With this option activated Y.A.E.B. will open and close the gates depending on the type of attack waves approaching the city. Town defence is quite complex, Y.A.E.B. can defend your city when it is strong, weak, or extremely weak. In general, if you have 300,000 archers Y.A.E.B. will allow scout bombs to hit, below 100,000 archers the bot will close the gate when attacked but will open the gate to deal with small loyalty attacks. When used along with gatepolicy, you can instruct the bot what types of attacks to open for, and what to close for.
Note that the bot cannot properly work your gates if there is a time desync between your computer and the server, or server lag causing a delay. Split second timing is only possible with split second synchronization. In the 1st example above, the bot would open or close gates 1 minute before an incoming attack. In the 2nd example, the bot would open or close gates 0.1 minutes, or 6 seconds, before an incoming attack.
When you first log into the server with the bot, or when you click Refresh on the bot, it will show you the time delay:
14:18:48 Logged in successfully, server time difference: -23.756s 14:18:48 Your current computer time: 02:19:11 PM 14:18:48 PLEASE AVOID ADJUSTING YOUR COMPUTER CLOCK WHILE THE BOT IS RUNNING. IF YOU DO ADJUST, BE SURE TO CLICK ON REFRESH.
If this number is higher than your config gate setting, then the bot will open/close the gates too early or too late. You should adjust your computer clock to match the server time more closely.
|Usage:||gatepolicy <no attack> <regular attack> <scout bomb> <mixed attack> <maintenance>|
|Example:||gatepolicy 2 1 2 0 1|
|Switch:||0 – Y.A.E.B.’s Choice|
1 – Open Gate
2 – Close Gate
This policy sets the actions to be taken by Y.A.E.B. in controlling the gate when your city is under attack. In order for gatepolicy to operate, you must use config gate. The bot can respond by deciding on it’s own if it should open/close, always opening, or always closing the gates for each type of scenario: no attack, regular attack, scout bomb, mixed attack, and maintenance with this policy. In the example above: with no incoming attacks the bot will always keep gates closed, with regular incoming attacks will always keep gates open, with an incoming scout bomb will always close gates, with a mixed attack (some scout bombs, some regular attacks) will decide on it’s own whether to open or close, and for maintenance it will always open gates.
When enabled, the hiding goal will attempt to hide resources and excess troop when under attack by moving a rainbow and resources. This will ensure you have sufficient resources and troops to continue defending. This goal is very useful when your city is still weak, if there are a lot of archers in your city hiding is not effective. In the example above, the bot will attempt to hide troops and resources 1.5 minutes prior to the attack landing.
With this goal enabled, the bot will "lockdown" most troop movements in preparation of war. No npc farming runs, keepresource/sendresource, or keeptroop/sendtroop goals will be performed with this enabled. The bot will also recall all marching farm runs back to the city.
This goal will instruct Y.A.E.B. to check the target to make sure it’s the same as it was when you launched the attack.. if not recall.
|Usage:||wartownpolicy start_time end_time [start_time end_time start_time end_time]|
|Example:||wartownpolicy 06:00 12:00|
This policy will tell the bot to cease attacks on npcs, valleys, etc. and keep all resource and troop transport missions home in preparation of war at a set schedule. In the example above, the bot would halt all farming attacks and troop/resource transport missions from 6 to 12, and perform as normal the rest of the time. You can add multiple start and end times to this policy, eg: wartownpolicy 06:00 12:00 5:00 23:00. This policy may be wise to use in conjunction with schedulepolicy so that you can ensure your farm runs are completed and home (and therefore troops healed) before the bot shuts down at a set schedule.
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